is using entity raduis faster than using sphere to sphere collisions? or is sphere to sphere collisions using that method already? thanks
collision detection
Blitz3D Forums/Blitz3D Programming/collision detection im pritty sure that entity redius is just a command to set the radius of the collision sphere :D
sorry, entity distance i meant :S
i guess you mean math-based versus BB's built in collision. well i would guess it would be faster but you'd lose the sliding capabilities, then again sometimes you don't need them.
oh and about your sig -- "Gonna burn some muscle" -- either you burn fat or you build muscle ;) you wouldn't want to be burning muscle
oh and about your sig -- "Gonna burn some muscle" -- either you burn fat or you build muscle ;) you wouldn't want to be burning muscle
I would have to say blitz3d's build in collions detection kicks ass, i haven't had a problem with it yet... yet ;)
Remember that EntityDistance#() isn't REAL collision-checking, but can be used to "say" that two or more objects are colliding...
thanks for the reply's ppl!
@drake, my sig comes from the street fighter series. at the end of every episode the narrator would say "Gonna burn some muscle!!". Found that pretty amusing :D
@drake, my sig comes from the street fighter series. at the end of every episode the narrator would say "Gonna burn some muscle!!". Found that pretty amusing :D
@drake you do burn(if that's the word you wanna use) muscle too which is then replaced by new muscle :)